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Fixed

Fixed in 6000.0.48f1, 6000.1.0f1, 6000.2.0a10

Votes

1

Found in

6000.0.44f1

6000.1.0b12

6000.2.0a8

Issue ID

UUM-101484

Regression

Yes

"Font Asset Creator - Error Code [Invalid_File]..." error message is displayed when generating Font Atlas

-

Reproduction steps:
1. Open the attached “TMProBoldBug.zip” project
2. Select the “Assets/TextMesh Pro/Resources/Fonts & Materials/Latin/Aller-Light.asset“ Font asset
3. Click the “Update Atlas Texture” button in the Inspector window
4. Click the “Generate Font Atlas” button in the Font Asset Creator window
5. Observe the Console and Font Asset Creator window

Expected result: “Font Atlas generation completed” message is displayed and the Font asset is generated
Actual result: “Font Asset Creator - Error Code [Invalid_File] has occurred trying to load the [Aller-Light] font file. “ error message is displayed and the Font asset is not generated

Reproducible with: 3.2.0-pre.1, 3.2.0-pre.12 (2022.3.60f1), (Built-in) 6000.0.44f1, 6000.1.0b12, 6000.2.0a8
Not reproducible with: 3.0.9 (2022.3.60f1)
Couldn't test with: 4.0.0-pre.1 (2022.3.60f1) error “CS0029: Cannot implicitly convert type 'uint[]' to 'int[]'“, 4.0.0-pre.2 (2022.3.60f1) warnings “Font Asset was not found”

Reproducible on: Windows 11
Not reproducible on: No other environment tested

  1. Resolution Note (fix version 6000.2.0a10):

    Changed message in Font Asset Creator Window to make exception more clear.

  2. Resolution Note (fix version 6000.1.0f1):

    Changed message in Font Asset Creator Window to make exception more clear.

  3. Resolution Note (fix version 6000.0.48f1):

    Changed message in Font Asset Creator Window to make exception more clear.

Comments (2)

  1. tessellation

    Apr 16, 2025 00:14

    From my perspective, the fix you propose is a regression in functionality. In earlier versions of Unity, the font system did not require you to import TTF/OTF font data into your game app (Unity Player) in order to generate static font atlases. The Font Atlas Generator tool should be able to generate fonts without having to include TTF/OTF font data in the game. If the generator needs this data in order to do it’s work, then it should temporarily load the data and then restore the “not included” setting after the atlas has been generated. The burden of this work should not be on the user. My game app, for example, has nearly a dozen fonts with static atlases, so regenerating these by having to set and clear this setting for each font every time would be very time consuming. Again, this was not required in earlier versions of Unity (e.g. 2021.3).

  2. tessellation

    Mar 27, 2025 18:02

    If you check "Include Font Data" then it works. However, in earlier versions of Unity/TMPro, you did not have to include font data to generate font atlases. This is the proper behaviour because OTF/TTF font data is not required for FontAssets that use only pre-generated atlases.

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